The map can be used as an example for most things ingame currently. I will keep it up to date, for when more things need to be added with the introduction of new NS2 builds. Which will reflect in the filename.

The first release is ns2_sample-build158, the build number will be the same as the latest release of NS2 (that is if new things have to be added to the map)

Iâ€™ve put everything in layers so it is easier to load and easier to navigate. So if you want to check something out, but it isnâ€™t visible. Make sure you have the layer set to visible.

For an up to date map content list have a look at ns2_sample on the Natural Selection 2 Mapping wiki

Added a fan with shadow-casting lights at the bottom of the "pit of doom" as Wheeee suggested when testing the map. It also has an ambient_sound, The same one as the one in the ventilation

Added the new overview.bat, which can be used for any map by dragging and dropping the level file onto the batchfile. You can thank fsfod for providing me with an example batchfile, I could modify to be used as a drag and drop overview batchfile.

Changed the cast shadows setting of the beams at the glass window to true, now the spotlight outside the map can cast shadows into the room of those beams.

Changed the commander alpha of the glass window at the central tech_point to 0, commanders could build on it.

Changed the volume of the ambient_sounds from 0.5 to 1.0, they were barely audible

Increased the range of the spot_light casting light into the central tech_point, the shadows are more visible now

Moved the ReadMe text file into the map folder and now using this format "[mapname] [version]-ReadMe.txt"

Removed a face at the door, which was basically a backface to the one faces inwards (visible from inside the map)

Added two faces at the door so the wall looks uninterrupted from the commander perspective

Recompiled the minimap, it was broken as of NS2 build 178. Apparently the minimap_extends needs to be a perfect square across the y-axis. Otherwise the object and location offset is wrong.

Removed both team_location (no longer needed)

Removed all egg_start (no longer needed)

Removed all player_start (no longer needed)

Left the airwaypoints, groundwaypoint and their respective layer and group. They are no longer needed though!

Added the pathing setting entity, used for pathing mesh generation. It can be found in the South Techpoint room

Removed two location entities and renamed all the others to not have the "alien" or "marine" name in them anymore

Moved the two resource nodes from the central tech_point into the west and east expansion rooms

Added a power_point in the former alien start room

Added atmospherics to the light_spot down in the ventilation shaft in the West Techpoint room

Added atmospherics to the light_spot in the vent

Added a new light_spot and light prop, with atmospherics in Center Techpoint room

Added two reverb entities to show how they are used in the West Techpoint room

Added textures to the ceilings and walls (northern part has a yellow theme, the southern part has a blue theme), also to set them apart from the OcclusionGeometry mesh (which will use gray wall textures)

Added the OcclusionGeomtry mesh

Changed the depth of the fan pit, so you can see the atmospherics at work

Post edited by Kouji_San on April 2018

Guardian of the "magic cookiejar"

Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly

Just to satisfy the performance curiosity i'm hosting this map for a few day on my west coast dedi server so if anyone wants to rub shoulders on a bare bone small (very small) Sample level just jump in. Thanks Kouji for putting this example together for everyone!

Added a fan with shadow-casting lights at the bottom of the "pit of doom" as Wheeee suggested when testing the map. It also has an ambient_sound, The same one as the one in the ventilation

Added the new overview.bat, which can be used for any map by dragging and dropping the level file onto the batchfile. You can thank fsfod for providing me with an example batchfile, I could modify to be used as a drag and drop overview batchfile.

Changed the cast shadows setting of the beams at the glass window to true, now the spotlight outside the map can cast shadows into the room of those beams.

Changed the commander alpha of the glass window at the central tech_point to 0, commanders could build on it.

Changed the volume of the ambient_sounds from 0.5 to 1.0, they were barely audible

Increased the range of the spot_light casting light into the central tech_point, the shadows are more visible now

Moved the ReadMe text file into the map folder and now using this format "[mapname] [version]-ReadMe.txt"

Removed the overview-ns2_sample-build160.bat

Basically a new batchfile which can be used as a drag and drop your level file onto it. Can be used for any map now, instead of having to edit the file to suit your maps needs

Post edited by Kouji_San on April 2018

Guardian of the "magic cookiejar"

Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly

Thanks for the update to this map! I was able to learn a lot about NS2 map making with this sample. I even would not mind playing it for fun once, just to test out what its like. We should get a server going for it one day.

We ran it on wolf's server once, to test if a greybox dev map would increase performance. The result was that it increased the FPS by about 10. Not sure if the long straight corridors and lack of depth will make for good gameplay though :P

Guardian of the "magic cookiejar"

Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly

Removed a face at the door, which was basically a backface to the one faces inwards (visible from inside the map)

Added two faces at the door so the wall looks uninterrupted from the commander perspective

Recompiled the minimap, it was broken as of NS2 build 178. Apparently the minimap_extends needs to be a perfect square across the y-axis. Otherwise the object and location offset is wrong.

Removed both team_location (no longer needed)

Removed all egg_start (no longer needed)

Removed all player_start (no longer needed)

Left the airwaypoints, groundwaypoint and their respective layer and group. They are no longer needed though!

Added the pathing setting entity, used for pathing mesh generation. It can be found in the South Techpoint room

Removed two location entities and renamed all the others to not have the "alien" or "marine" name in them anymore

Moved the two resource nodes from the central tech_point into the west and east expansion rooms

Added a power_point in the former alien start room

Added atmospherics to the light_spot down in the ventilation shaft in the West Techpoint room

Added atmospherics to the light_spot in the vent

Added a new light_spot and light prop, with atmospherics in Center Techpoint room

Added two reverb entities to show how they are used in the West Techpoint room

Added textures to the ceilings and walls (northern part has a yellow theme, the southern part has a blue theme), also to set them apart from the OcclusionGeometry mesh (which will use gray wall textures)

Added the OcclusionGeomtry mesh

Changed the depth of the fan pit, so you can see the atmospherics at work

Post edited by Kouji_San on April 2018

Guardian of the "magic cookiejar"

Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly

Kouji, with the removal of team locations, what do you do if you require a fixed start location for one team. Because, it seems a bit presumptuous on the developers behalf, to assume that all maps will want to use it all the time -- not all maps are meant to be played the same way. Is there no way to do this?

Kouji, with the removal of team locations, what do you do if you require a fixed start location for one team. Because, it seems a bit presumptuous on the developers behalf, to assume that all maps will want to use it all the time -- not all maps are meant to be played the same way. Is there no way to do this?

I'll add the tech_point to the wiki, but it's indeed what Evil_bOb1 said. You have full control over random maps. ie: ns2_sample has now been set to use random starts with the center tech point excluded from random start

Guardian of the "magic cookiejar"

Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly